void CBlender_Editor_Wire::Compile (CBlender_Compile& C) { IBlender::Compile (C); #if !defined(USE_DX10) && !defined(USE_DX11) if (C.bEditor) { C.PassBegin (); { C.PassSET_ZB (TRUE,TRUE); C.PassSET_Blend (FALSE,D3DBLEND_ONE,D3DBLEND_ZERO, FALSE,0); C.PassSET_LightFog (FALSE,FALSE); // Stage0 - Base texture C.StageBegin (); C.StageSET_Color (D3DTA_DIFFUSE, D3DTOP_MODULATE, D3DTA_TFACTOR); C.StageSET_Alpha (D3DTA_DIFFUSE, D3DTOP_MODULATE, D3DTA_TFACTOR); C.Stage_Texture ("$null"); C.Stage_Matrix ("$null", 0); C.Stage_Constant ("$null"); // C.Stage_Constant ("$base0", "$user$wire"); C.StageEnd (); } C.PassEnd (); } else #endif // USE_DX10 { C.r_Pass ("editor","simple_color",FALSE,TRUE,TRUE); C.r_End (); } }
void CBlender_Editor_Selection::Compile (CBlender_Compile& C) { IBlender::Compile (C); if (C.bEditor) { C.PassBegin (); { C.PassSET_ZB (TRUE,FALSE); C.PassSET_Blend (TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA, FALSE,0); C.PassSET_LightFog (FALSE,FALSE); // Stage0 - Base texture C.StageBegin (); C.StageSET_Address (D3DTADDRESS_CLAMP); C.StageSET_Color (D3DTA_TFACTOR, D3DTOP_MODULATE, D3DTA_DIFFUSE); C.StageSET_Alpha (D3DTA_TFACTOR, D3DTOP_MODULATE, D3DTA_DIFFUSE); C.Stage_Texture (oT_Name ); C.Stage_Matrix (oT_xform, 0); C.Stage_Constant ("$null" ); C.StageEnd (); } C.PassEnd (); } else { C.r_Pass ("editor","simple_color",FALSE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA); C.r_End (); } }
void CBlender_Vertex::Compile (CBlender_Compile& C) { IBlender::Compile (C); if (C.bEditor) { // Editor shader C.PassBegin (); { C.PassSET_ZB (TRUE,TRUE); C.PassSET_Blend (FALSE,D3DBLEND_ONE,D3DBLEND_ZERO, FALSE,0); C.PassSET_LightFog (TRUE,TRUE); // Stage0 - Base texture C.StageBegin (); C.StageSET_Color (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE); C.StageSET_Alpha (D3DTA_TEXTURE, D3DTOP_MODULATE, D3DTA_DIFFUSE); C.Stage_Texture (oT_Name); C.Stage_Matrix (oT_xform,0); C.Stage_Constant ("$null"); C.StageEnd (); } C.PassEnd (); } else { switch (C.iElement) { case SE_R1_NORMAL_HQ: // Level view if (C.bDetail_Diffuse) { C.r_Pass ("vert_dt","vert_dt",TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler ("s_detail",C.detail_texture); C.r_End (); } else { C.r_Pass ("vert","vert",TRUE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_End (); } break; case SE_R1_NORMAL_LQ: // Level view C.r_Pass ("vert","vert",TRUE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_End (); break; case SE_R1_LPOINT: C.r_Pass ("vert_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", TEX_POINT_ATT ); C.r_Sampler_clf ("s_att", TEX_POINT_ATT ); C.r_End (); break; case SE_R1_LSPOT: C.r_Pass ("vert_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE); C.r_Sampler ("s_base", C.L_textures[0]); C.r_Sampler_clf ("s_lmap", "internal\\internal_light_att", true); C.r_Sampler_clf ("s_att", TEX_SPOT_ATT ); C.r_End (); break; case SE_R1_LMODELS: // Lighting only C.r_Pass ("vert_l","vert_l",FALSE); C.r_Sampler ("s_base",C.L_textures[0]); C.r_End (); break; } } }